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View Poll Results: Is the mass-production of undead priests via Life after Death an exploit?
Yes 12 14.46%
No 71 85.54%
Voters: 83. You may not vote on this poll

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  #71  
Old July 1st, 2008, 12:06 PM
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Default Re: Mass-produced Reanimating Priests: Exploit?

A way to decrease the number of afflictions is casting Regeneration or Mass Regeneration.
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  #72  
Old July 1st, 2008, 02:11 PM

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Default Re: Mass-produced Reanimating Priests: Exploit?

Yeah, but that makes them that much harder to kill off, NT

I agree, Saxon. While I still believe that this technically counts as an exploit, it is simply too hard to put into practice to worry about. I'll let you know if I find a way to do it. Or will I??
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  #73  
Old July 1st, 2008, 07:19 PM
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Default Re: Mass-produced Reanimating Priests: Exploit?

Quote:
MaxWilson said:
PvK,

Wouldn't that kind of negate the coolness of the "free reanimators" trick? I'd rather pay gold than lose gems on magic items. Nice thought but the buff spells are probably a better option.
It adds a cost, though everyone has their own definition of cool. I actually like it in a thematic way - imagine a story where the people of Koobland are routinely attacked by strange cultists of a powerful nation who should be able to destroy them, but always in a suicidal way that involves all of the attackers being killed, but it turns out the bodies vanish afterwards and really they need the service of having their initiates killed by someone else as part of an evil necromantic ritual.
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  #74  
Old July 1st, 2008, 07:21 PM
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Default Re: Mass-produced Reanimating Priests: Exploit?

If you have a large body of water and water or air magic, can't you just drown them by removing their breathing apparatus?
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  #75  
Old July 1st, 2008, 07:42 PM
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Default Re: Mass-produced Reanimating Priests: Exploit?

Quote:
Ironhawk said:
Yeah, but that makes them that much harder to kill off, NT

Actually units of low hitpoints such as priests which receive the regeneration only pickup one hitpoint of regeneration. From my experience the one hitpoint of regeneration on units of low hitpoints has almost no value for preventing death. I see regeneration for units of low hitpoints a strategy for preventing afflictions on survivors of a battle.

Regeneration of 3 or more hitpoints on units with many hitpoints is where they become harder to kill.
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  #76  
Old July 1st, 2008, 07:47 PM

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Default Re: Mass-produced Reanimating Priests: Exploit?

[Drowning] won't trigger Life After Death because it happens out of combat.

I tried Rain of Stones but my problem was that my opposition wasn't tough enough and my Cyclops cast Flying Shards instead. I didn't pursue the test after that.

-Max
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  #77  
Old July 1st, 2008, 08:42 PM

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Default Re: Mass-produced Reanimating Priests: Exploit?

PVK - there's no point drowning them because drowning happens outside of battle, and you can only have Life After Death in effect during battle.
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  #78  
Old July 1st, 2008, 10:58 PM
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Default Re: Mass-produced Reanimating Priests: Exploit?

So is the consensus of those assembled that exploit or not, the "mass producing" part is so near impossible, as to render the point somewhat moot?
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  #79  
Old July 2nd, 2008, 03:13 AM
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Default Re: Mass-produced Reanimating Priests: Exploit?

Has anyone tried to do this with giant nations? There's one case where reanimating priests would actually be great.

It's easy to kill the targets. The secret is in auras, obviously. 10 Winter Wolves set to guard cold-immune commander will kill his two non-immune friends in few turns. Bog beasts do the same even faster. If you do this with indy priests and get back Longdead Giant/Rephaim reanimators, it's worth the trouble.

The main problem with auras is that you need a fight that last for 5 turns or so.
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  #80  
Old July 2nd, 2008, 03:21 AM

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Default Re: Mass-produced Reanimating Priests: Exploit?

In that case it's probably easier with the help of an ally than with Ghost Riders, etc. You can have an ally teleport onto your fort and <Hold, Hold, Hold, Hold, Hold, Retreat> from near the front of the battlefield. As long as you give him a province to retreat to it costs him nothing but a turn and 2 pearls.

Edit: Hmmm, I guess your other option is a thug or SC with two shields (who therefore attacks with "useless kick"). Then you could do Call of the Winds after all. It will take ages to kill them all. (At least with Call of the Winds. Not so much with Ghost Riders because of all the newly-Soulless priests spamming Banishment.)

-Max
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